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GSF

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Everything posted by GSF

  1. Thanks for using it, heh Maybe it has something to do, I'll see that too.
  2. I'll see if I can do something. The problem that you have is that Sonic does the move as soon as he leaves the ground, right? In the condition that executes the homing attack, you could put a 'timer is greater than...' as a subcondition, set the timer to 0 when the player jumps. This way the homing attack action will only execute when Fire1 is pressed again after 1 second, for example. ( The engine I put up is the same as the latest Worlds version, the one from the gimmick contest. The only difference is that I removed the music crashing & game over problems, so it doesn't matter which one you use )
  3. Oh, checked again. There is a shadow after all! It will be more noticeable in a Launch Base background for example. Well, keep on, you're going very well.
  4. Nice solution. This way the object's values stay in the memory after changing frames.
  5. @Kain: You can suggest that option in the Paint.NET forums - http://paintdotnet.forumer.com/index.php Paint.NET's version 3 shows a small thumbnail in the upper-right corner, but I don't think that's enough... The problem with MMF2's image editor is that it was made from scratch, so many functions are missing. However, we can suggest this in the Clickteam forums.
  6. You're welcome! :-) However, the other Values objects are still global, so if you find more problems, try making them local. (I'll keep this file uploaded here, since it has the music playing errors fixed.)
  7. I didn't know that, thanks! @dark team: I mean the one in the video. You can create a copy of the text, change it to black, then put it behind the HUD.
  8. I'll never wear that thing.
  9. Rael: I mean the 'RPFG project' and 'RPFG download' topics. I'm finishing the new engine test, when I finish it I'll create a new topic then. This way I can use a different topic name if needed. Thanks! :-) Dark team: Just a little thing: The HUD needs some shadows, it will make them easier to see in clear backgrounds. (and also, your English is OK, no critical mistakes whatsoever).
  10. Khorney, did you see around a promo pack of CoD4 which comes with some weird jacket? That jacket, originally was a medical tool, but it was converted to a special suit which applies compression when you're shot, a pretty realistic addition. I wonder how high the price is.
  11. Too bad. Let's just use the classic method: TRD's Blazefire Radar! And Mr. Ban of course.
  12. OK But there must be a way to get his IP or whatever... you know, to help reduce this.
  13. If I knew that, I wouldn't had to create a new useless topic... ...I'll keep it in mind next time. Sorry Rael, it won't happen again! Dark Team: Looking nice! Keep on with the project and good luck!
  14. Too bad. He was in orkut recently asking for the .cca of Neo Sonic Universe... What the hell is he planning now? And he copied part of Rael's nick too. He's worse than RE's Tyrant, will he ever give up? Stop bothering already!
  15. Just like Dami said, Paint.NET is an excellent option. Here's the link: http://www.getpaint.net/
  16. Well, I don't use GM, but you could set to zero the values that determine if you activated a checkpoint before passing to the other room.
  17. I found the problem. Leon, you're using an older version of the Worlds engine, I'm sending you an example with the newest version. The problem itself is in the 'Movement Values' object. It's configured as a global object, so its values remain in memory even after changing frames. To solve this, uncheck the Global Object property, or set all the object's alterable values to zero in the Game Over frame. When you die, the Hurt value is set to 2 (I think). But if it is a global object, when we return to the level, the value is still 2, it's like starting the level already dead! And that's it. Problem solved! NOTE: The newer version holds some weird events that make Fusion crash at the start. Find the events that play music, delete them and create them again. Or to make it easier, use the engine I attached here, it already has these events corrected Whoa, well, that's all.
  18. Mark's right. I think I discovered the problem. This file is a .cda, not .mp3 - In other words, it's a 'tag' file. To make it easier to understand, insert in your PC any Audio (wav) CD. Access it from My Computer and check out the files inside. The files you will see are Track01, Track02... and their size is approximately 200 bytes each. If you try to copy these files to your desktop, playing them will be useless, your player will stay idle. So, in order to get the music from audio cds, you use a CD ripping program. Then you will have the wavs, which are about 50-100 MBytes each. Ayling, if the file is in a CD, use a ripping program (for example FreeRIP) in order to get the wav, then convert it to mp3. But, if the file is not in a CD, you will have to make it all over again.
  19. I think that this bug is related to the fade in-out effects. Sometimes, if you hold a key during a fade-in/out effect, the Runtime crashes. It could be another thing, too. I'm not just sure. As for myself, checking the lives only when it's needed (when you die) works. It's still pretty strange. I'm not sure, put a 'only one action when event loops in the 'Lives=0' condition. My theory is that, when lives reach zero, MMF finds the event that makes it go to the Game Over frame, but it goes to said frame more than once. So, the 'only one action when event loops' subcondition will make MMF go to the Game Over frame only once. Lastly, in the Multi Tutorial I'm making, I put the 'Lives=0' event in the Global Events (and without the 'only one action' subcondition), and it works fine. You can try this too, Leon.
  20. The zip's size is 159 bytes. I think that something's not ok here. Ayling, what is the size of the uncompressed file?
  21. Nice trick. Rep+ But I just check the lives only when it's needed (in other words, when you die) and it's OK, with or without trick. Weird.
  22. Try jumping to another frame, other than the Stage 1, for example the Main Menu.
  23. You're welcome. Good luck!
  24. This can be used to put Actives behind Backdrops, but Windows controls (buttons, system boxes, text boxes) always stay on top. For MCI, use a condition that detects if the current position reaches the total length, and send the command to restart (I can't remember, I think it was 'seek to start' or something...) However, DirectShow makes it easier. Just use 'Set loop on' and there you go.
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